Re: the advent of audio/tactile games for the VIPs

2009-08-06 Thread Yuma Decaux

Hi,

You can grab the sdk on the apple site

http://developer.apple.com/iPhone/program/download.html

Its a 2 gig download so make sure you know what you're doing before
venturing into this. If you do know. then forgive my pretense :)

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Re: the advent of audio/tactile games for the VIPs

2009-08-06 Thread hank smith

where can you get the sdk at? and is it hard to learn?
I like your game idea and await it

On Aug 5, 2009, at 4:58 AM, Yuma Decaux wrote:

>
> Hi everyone,
>
> Just as an addendum to this conversation, i was "meditating" of sorts
> about some game theory and the controls of a game app which could be
> ported to a gprs/navigation application. Here goes:
>
> 1 The 3d positional audio used on two vectors of sound propagation.
>
> I will give an example of an RTS game for this concept.
>
> Since i think relating the true distance of a sound from the back or
> the front could be quite daunting, to the least having a high learning
> curve, i was thinking  that spatial references can be laid out on a
> bird's eye view perspective. IE: front and back= top and bottom while
> left and right stay the same.
> If i imagined this as a physical boundary, the x and y axises would be
> quote flattened unquote to y and z axises. So an object at one's back
> at the limit of the set boundary of spatial dimension, the sound would
> be heard at the bottom, or the chin area of the wearer. whilst the
> opposite would be heard at the top of the forehead. left and right
> would retain their relative positions, but the difference would be
> felt when an object is ahead on a diagonal position. That would
> translate to a top/left audio cue and so forth.
> I think of this application or flattening of sound as most of the time
> when we are walking around, we take much less notice of height factors
> as unless we are as taller than basket ball players, we don't often
> have to crouch to walk somewhere.
> So going back to the RTS game, if we have this flat two axis
> representation of space over a map, the one channel whoch would be
> back can be used for, well...background or ambient sounds. Cues would
> be relevant to such things as the type of terrain one is in, etc. And
> the front audio within a central boundary would represent unit
> responses and general game command voice responses.
>
> 2 controls and gestures.
> Taking the rts element to the table, the main advantage paused for
> controls which can be easily accessed without cluttering the actual
> space of the screen would be using the rotor for various menus and
> functions. For instance,
> one finger drag=feel around the game space with audio cues on hitting
> an object or contextual item
> 2 finger dragaround screen to displace the map to the opposite
> direction of the fingers being dragged to explore more of the map
> 3 finger drag for faster scroll of the map area
> 2 finger rotor once tapped on an object for actions choice: patrol,
> attack/ build, etc...Each instance of a double-tap would go one level
> deeper into the contextual menu for choosing for example which
> building to build and the sorts.
> 3 finger rotor for other behavioral actions or quote special unquote  
> abilities.
> 1 finger flick once double tapped on an object slash soldier=
> selecting the next or previous unit
> 2 finger flick= selection of next building
>
> and the list goes on.
>
> I will continue to add to this as i think through the possibilities,
> sort of a diary to myself as well so i can gather all the notes for
> eventually starting the programming part once i get my hands on that
> SDK :)
>
> Hope i'm not a total bore...
>
> >


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Re: the advent of audio/tactile games for the VIPs

2009-08-05 Thread Chris Hofstader

Terrific Post.  I'm going to need to reread it before I comment much  
as you present a whole lot of information in a small space.

I would think, though, that instead of a flat map, maybe we mape the  
positions onto a curved space as the slice  of an elipse?  This would  
provide some spatial information, would work well with the current  
location at the center of the slice and would represent a better  
simulation of how humans hear in the forward direction.  Also, some 3D  
plotting will be necessary so as to "project" the map image some bit  
of distance in front of the userso it floats in space like a heads up  
display on a airplane or some automobiles.

We're in house guest mode so my response further may take some time  
but I think you are onto something really cool.

Happy Hacking,
cdh


On Aug 5, 2009, at 7:58 AM, Yuma Decaux wrote:

>
> Hi everyone,
>
> Just as an addendum to this conversation, i was "meditating" of sorts
> about some game theory and the controls of a game app which could be
> ported to a gprs/navigation application. Here goes:
>
> 1 The 3d positional audio used on two vectors of sound propagation.
>
> I will give an example of an RTS game for this concept.
>
> Since i think relating the true distance of a sound from the back or
> the front could be quite daunting, to the least having a high learning
> curve, i was thinking  that spatial references can be laid out on a
> bird's eye view perspective. IE: front and back= top and bottom while
> left and right stay the same.
> If i imagined this as a physical boundary, the x and y axises would be
> quote flattened unquote to y and z axises. So an object at one's back
> at the limit of the set boundary of spatial dimension, the sound would
> be heard at the bottom, or the chin area of the wearer. whilst the
> opposite would be heard at the top of the forehead. left and right
> would retain their relative positions, but the difference would be
> felt when an object is ahead on a diagonal position. That would
> translate to a top/left audio cue and so forth.
> I think of this application or flattening of sound as most of the time
> when we are walking around, we take much less notice of height factors
> as unless we are as taller than basket ball players, we don't often
> have to crouch to walk somewhere.
> So going back to the RTS game, if we have this flat two axis
> representation of space over a map, the one channel whoch would be
> back can be used for, well...background or ambient sounds. Cues would
> be relevant to such things as the type of terrain one is in, etc. And
> the front audio within a central boundary would represent unit
> responses and general game command voice responses.
>
> 2 controls and gestures.
> Taking the rts element to the table, the main advantage paused for
> controls which can be easily accessed without cluttering the actual
> space of the screen would be using the rotor for various menus and
> functions. For instance,
> one finger drag=feel around the game space with audio cues on hitting
> an object or contextual item
> 2 finger dragaround screen to displace the map to the opposite
> direction of the fingers being dragged to explore more of the map
> 3 finger drag for faster scroll of the map area
> 2 finger rotor once tapped on an object for actions choice: patrol,
> attack/ build, etc...Each instance of a double-tap would go one level
> deeper into the contextual menu for choosing for example which
> building to build and the sorts.
> 3 finger rotor for other behavioral actions or quote special unquote  
> abilities.
> 1 finger flick once double tapped on an object slash soldier=
> selecting the next or previous unit
> 2 finger flick= selection of next building
>
> and the list goes on.
>
> I will continue to add to this as i think through the possibilities,
> sort of a diary to myself as well so i can gather all the notes for
> eventually starting the programming part once i get my hands on that
> SDK :)
>
> Hope i'm not a total bore...
>
> >


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Re: the advent of audio/tactile games for the VIPs

2009-08-05 Thread Yuma Decaux

Hi everyone,

Just as an addendum to this conversation, i was "meditating" of sorts
about some game theory and the controls of a game app which could be
ported to a gprs/navigation application. Here goes:

1 The 3d positional audio used on two vectors of sound propagation.

I will give an example of an RTS game for this concept.

Since i think relating the true distance of a sound from the back or
the front could be quite daunting, to the least having a high learning
curve, i was thinking  that spatial references can be laid out on a
bird's eye view perspective. IE: front and back= top and bottom while
left and right stay the same.
If i imagined this as a physical boundary, the x and y axises would be
quote flattened unquote to y and z axises. So an object at one's back
at the limit of the set boundary of spatial dimension, the sound would
be heard at the bottom, or the chin area of the wearer. whilst the
opposite would be heard at the top of the forehead. left and right
would retain their relative positions, but the difference would be
felt when an object is ahead on a diagonal position. That would
translate to a top/left audio cue and so forth.
I think of this application or flattening of sound as most of the time
when we are walking around, we take much less notice of height factors
as unless we are as taller than basket ball players, we don't often
have to crouch to walk somewhere.
So going back to the RTS game, if we have this flat two axis
representation of space over a map, the one channel whoch would be
back can be used for, well...background or ambient sounds. Cues would
be relevant to such things as the type of terrain one is in, etc. And
the front audio within a central boundary would represent unit
responses and general game command voice responses.

2 controls and gestures.
Taking the rts element to the table, the main advantage paused for
controls which can be easily accessed without cluttering the actual
space of the screen would be using the rotor for various menus and
functions. For instance,
one finger drag=feel around the game space with audio cues on hitting
an object or contextual item
2 finger dragaround screen to displace the map to the opposite
direction of the fingers being dragged to explore more of the map
3 finger drag for faster scroll of the map area
2 finger rotor once tapped on an object for actions choice: patrol,
attack/ build, etc...Each instance of a double-tap would go one level
deeper into the contextual menu for choosing for example which
building to build and the sorts.
3 finger rotor for other behavioral actions or quote special unquote abilities.
1 finger flick once double tapped on an object slash soldier=
selecting the next or previous unit
2 finger flick= selection of next building

and the list goes on.

I will continue to add to this as i think through the possibilities,
sort of a diary to myself as well so i can gather all the notes for
eventually starting the programming part once i get my hands on that
SDK :)

Hope i'm not a total bore...

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Re: the advent of audio/tactile games for the VIPs

2009-08-01 Thread Chris Hofstader
Hi Cara,

Thanks for the kind words.  I never quite know where and when I get a  
bit too esoteric or use too much jargon that will bore people to  
tears.  Sometimes, X-Celerator, my guide dog, will leave the room when  
I'm dictating an original work as I think he understands enough to  
know that almost all people who study language are, as Dr.  Johnson  
wrote in the first true dictionary of the English language, "a  
harmless drudge who toils about words and meanings."

I actually wrote an NSF proposal to study the amount of semantic  
information that flows tactically between a guide dog and his human  
partner.  We got a pretty good score but not good enough to get the  
cash.

Happy Hacking,
cdh



On Jul 31, 2009, at 6:56 PM, Cara Quinn wrote:

>   Hi Chris and all;
>
>   the API used on both the Mac and IPhone is OpenAL, which is (as  
> you may know) an open-source cross-platform 3D audio API.
>
>   It's actually only one of the ApIs built in to Leopard by default.  
> The IPHone however, relies on OpenAL exclusively for it's 3D audio.
>
> HTH and thanks so much for all of the great material!…
>
> Smiles,
>
> CQ :)
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara
>
> On Jul 31, 2009, at 4:59 AM, Chris Hofstader wrote:
>
> The most "accurate" spatial audio information uses a technique  
> called Head Relative Transform Functions (HRTF) which simulates  
> relatively precise tonal qualities of sounds that one perceives from  
> a specific direction.
>
> Some of the research into what became  these functions had humans  
> sitting with dozens of very tiny microphones set up in an array in  
> their ears.  there was more than enough similarity for the  
> physicists to resolve the raw data into a number of mathematical  
> equations and the output of said functions is amazing.
>
> the problem with HRTF is that it is very compute intensive.  Of  
> course, when I first started diddling about with it, I was on what  
> is now a six year old Dell desktop.  A dual core, 64 bit laptop  
> should be able to handle these equations in real time much more  
> easily.
>
> Microsoft has for a number of years now included HRtF in DirectSound  
> (the audio component of Drect X) and my experiments with them showed  
> very promising results.  I don't know the Macintosh API too well so  
> I don't know if they have something similar, identical or not.  The  
> Microsoft documentation does warn about relying too much on these  
> functions as they can bog down the processor and cause other threads  
> to behave kind of badly (again, all of the faster new computers  
> should be able to calculate these sounds in real time.
>
> I've loads of ideas for a combination of really accurate sound  
> combined with a haptic interface using the Falcon  to simulate a  
> whole lot of 3 dimensional real world objects.
>
> cdh
>
>
>
>
> On Jul 30, 2009, at 5:06 PM, Chris Blouch wrote:
>
>> I've heard there is a lot more to spacial placement than just  
>> fiddling with the pan to adjust volume levels. At least this seems  
>> obvious to me when a little pan to the left makes the sound fly way  
>> off to the left of the sound field. Probably a lot more going on in  
>> the ear that isn't fooled by that trick. So, that said, do you have  
>> any idea if the VoiceOver positional audio is doing real sound  
>> field magic or is it just a subtle pan?
>>
>> One underrated feature on the new iPhone is the compass. With this  
>> an application can not only know where you are but also which way  
>> you (or at least your phone) is pointed. This makes possible real  
>> walking directions from where you're at using left and right rather  
>> than assuming the user has their cardinal orientation correct. Even  
>> feedback to say what is in front of you in the direction you are  
>> pointing. Should be good things coming.
>>
>> CB
>>
>> Chris Hofstader wrote:
>>>
>>> Including the two textbook chapters (one entirely on games and  
>>> another
>>> with a portion on audio games), a couple of peer reviewed articles  
>>> on
>>> the matter, a pile of blog articles 
>>> (http://www.blindconfidential.blogspot.com
>>> )  and the odd item here and there, I have studied a handful of  
>>> audio
>>> games in depth, fooled around with a few others and talked to a  
>>> lot of
>>> their authors but the breadth of my knowledge is far more narrow  
>>> than
>>> a dozen hardcore gamers I know and rely on for brief descriptions  
>>> for
>>> new entries  so I can quickly ascertain how they may move the  
>>> science
>>> in a new and/or different and interesting direction.
>>>
>>> As I said this morning, I am far too boring to actually build a real
>>> game and, when you scratch beyond the surface, you will find that
>>> first and for mostly, I think about putting technology in the  
>>> hands of
>>> blinks that will provide them with the tools they may choose to 

Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Cara Quinn
   Hi Chris and all;

   the API used on both the Mac and IPhone is OpenAL, which is (as you  
may know) an open-source cross-platform 3D audio API.

   It's actually only one of the ApIs built in to Leopard by default.  
The IPHone however, relies on OpenAL exclusively for it's 3D audio.

HTH and thanks so much for all of the great material!…

Smiles,

CQ :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Jul 31, 2009, at 4:59 AM, Chris Hofstader wrote:

The most "accurate" spatial audio information uses a technique called  
Head Relative Transform Functions (HRTF) which simulates relatively  
precise tonal qualities of sounds that one perceives from a specific  
direction.

Some of the research into what became  these functions had humans  
sitting with dozens of very tiny microphones set up in an array in  
their ears.  there was more than enough similarity for the physicists  
to resolve the raw data into a number of mathematical equations and  
the output of said functions is amazing.

the problem with HRTF is that it is very compute intensive.  Of  
course, when I first started diddling about with it, I was on what is  
now a six year old Dell desktop.  A dual core, 64 bit laptop should be  
able to handle these equations in real time much more easily.

Microsoft has for a number of years now included HRtF in DirectSound  
(the audio component of Drect X) and my experiments with them showed  
very promising results.  I don't know the Macintosh API too well so I  
don't know if they have something similar, identical or not.  The  
Microsoft documentation does warn about relying too much on these  
functions as they can bog down the processor and cause other threads  
to behave kind of badly (again, all of the faster new computers should  
be able to calculate these sounds in real time.

I've loads of ideas for a combination of really accurate sound  
combined with a haptic interface using the Falcon  to simulate a whole  
lot of 3 dimensional real world objects.

cdh




On Jul 30, 2009, at 5:06 PM, Chris Blouch wrote:

> I've heard there is a lot more to spacial placement than just  
> fiddling with the pan to adjust volume levels. At least this seems  
> obvious to me when a little pan to the left makes the sound fly way  
> off to the left of the sound field. Probably a lot more going on in  
> the ear that isn't fooled by that trick. So, that said, do you have  
> any idea if the VoiceOver positional audio is doing real sound field  
> magic or is it just a subtle pan?
>
> One underrated feature on the new iPhone is the compass. With this  
> an application can not only know where you are but also which way  
> you (or at least your phone) is pointed. This makes possible real  
> walking directions from where you're at using left and right rather  
> than assuming the user has their cardinal orientation correct. Even  
> feedback to say what is in front of you in the direction you are  
> pointing. Should be good things coming.
>
> CB
>
> Chris Hofstader wrote:
>>
>> Including the two textbook chapters (one entirely on games and  
>> another
>> with a portion on audio games), a couple of peer reviewed articles on
>> the matter, a pile of blog articles 
>> (http://www.blindconfidential.blogspot.com
>> )  and the odd item here and there, I have studied a handful of audio
>> games in depth, fooled around with a few others and talked to a lot  
>> of
>> their authors but the breadth of my knowledge is far more narrow than
>> a dozen hardcore gamers I know and rely on for brief descriptions for
>> new entries  so I can quickly ascertain how they may move the science
>> in a new and/or different and interesting direction.
>>
>> As I said this morning, I am far too boring to actually build a real
>> game and, when you scratch beyond the surface, you will find that
>> first and for mostly, I think about putting technology in the hands  
>> of
>> blinks that will provide them with the tools they may choose to  
>> employ
>> in a job or school situation.
>>
>>
>> If you are interested in mixing sound and tactile feedback, get a  
>> look
>> at a Falcon 3D tactile controller.  I think they have an SDK for Mac
>> and they do .5 mm tactile resolution (most humans can feel no better
>> than .1 mm) so you can do extraordinary things with this device and
>> they only cost about $ 100 (really).
>>
>> I like the idea of using the iPhone for orientation and to provide
>> information about one's surroundings.  I'm not especially impressed  
>> by
>> the iPhone's Maps application but its location services are pretty
>> excellent.  I thought of this while walking through Harvard Yard  
>> after
>> lunch today and wondered how a student new to the university would
>> find the library as opposed to the historical center next door as  
>> none
>> of these buildings have traditional street addresses and are arrived
>> at by foot paths.  Your

Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Hofstader

Hi,

There is most certainly a UNIX like driver for the touch screen  
operations.  If you really feel like getting silicon under your  
fingernails, you can probably hack that part of the system to do what  
you want.  This action, however, is way outside of Apple coding  
guidelines and may even invalidate the warranty as you would be  
changing, in a fairly direct sense, how the hardware functions.  This  
is how most Windows screen readers  work at least in some areas which  
inserts that constant level of potential instability as such actions  
might behave inconsistently because you are not supposed to be  
wrapping drivers and since the driver doesn't know you (it can't) you  
may run into some operational collisions.

Happy Hacking,
cdh


On Jul 31, 2009, at 1:09 PM, James Dietvz wrote:

>
> The site is http://www.fmod.org.
>
> If I was programming an interactive game it would probably speak for
> itself. I'd want to create my own gestures, and from what I understand
> VO uses it's own special gestures. On the Mac VO uses special keys,
> leaving the rest of the keyboard undisturbed and willing to interact
> normally with the rest of the OS (though this will apparently change
> with Snow Leopard... grumble).  Anyway I just want to get raw input.
>
>
> James
>
> On 7/31/09, Chris Hofstader  wrote:
>>
>> Which site?
>> On Jul 31, 2009, at 11:48 AM, Mark Baxter wrote:
>>
>>>
>>> I get an "internal server error," with that site.
>>>
>>>
>>> Mark BurningHawk
>>>
>>> Skype and Twitter:  BurningHawk1969
>>> MSN:  burninghawk1...@hotmail.com
>>> My home page:
>>> http://MarkBurningHawk.net/
>>>
>>>

>>
>>
>>>
>>
>
> >


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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread James Dietz

The site is http://www.fmod.org.

If I was programming an interactive game it would probably speak for
itself. I'd want to create my own gestures, and from what I understand
VO uses it's own special gestures. On the Mac VO uses special keys,
leaving the rest of the keyboard undisturbed and willing to interact
normally with the rest of the OS (though this will apparently change
with Snow Leopard... grumble).  Anyway I just want to get raw input.


James

On 7/31/09, Chris Hofstader  wrote:
>
> Which site?
> On Jul 31, 2009, at 11:48 AM, Mark Baxter wrote:
>
>>
>> I get an "internal server error," with that site.
>>
>>
>> Mark BurningHawk
>>
>> Skype and Twitter:  BurningHawk1969
>> MSN:  burninghawk1...@hotmail.com
>> My home page:
>> http://MarkBurningHawk.net/
>>
>>
>> >
>
>
> >
>

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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Hofstader

Which site?
On Jul 31, 2009, at 11:48 AM, Mark Baxter wrote:

>
> I get an "internal server error," with that site.
>
>
> Mark BurningHawk
>
> Skype and Twitter:  BurningHawk1969
> MSN:  burninghawk1...@hotmail.com
> My home page:
> http://MarkBurningHawk.net/
>
>
> >


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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Mark Baxter

Why would you want to disable VO?


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread James Dietz

Hey,

The FMODEx Sound System has already been ported to the iPhone. Check
the site: fmod.org. I haven't looked at the port myself as I don't
have an iPhone.  I've latent interests in coding and the iPhone app
store looks like a real easy way to make a little money from even a
slightly innovative idea. My previous message establishes me as a
gamer, and I do think touch has interesting implications. I'm
intrigued.
(on a technical note: I hope there's a programatic way to disable voiceover)

James

On 7/31/09, Mark Baxter  wrote:
>
> I get an "internal server error," with that site.
>
>
> Mark BurningHawk
>
> Skype and Twitter:  BurningHawk1969
> MSN:  burninghawk1...@hotmail.com
> My home page:
> http://MarkBurningHawk.net/
>
>
> >
>

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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Mark Baxter

I get an "internal server error," with that site.


Mark BurningHawk

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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Hofstader
Hi,


I'm not sure that an orientation application would need HrtF as  
buildings and such are big enough to not require pinpoint accuracy.   
Also, typical mobile computing ear buds are probably not accurate  
enough (unless you go for something like those from Shure at about  
$250) to deliver the audio information in enough detail to really use  
the HrtF capabilities.  I think it would be dangerous to wear a good  
enough headset while walking places where we might encounter vehicles  
or other dangerous obstacles - dangerous, of course, until we develop  
virtual landscapes based on laser scans of our surroundings.  The  
latter idea is, as of right now, purely science fiction but I can  
imagine how it would work and can probably talk some of my electronic  
hardware hackers to use laser range finders used by hunters to build a  
real time wireframe models of our surroundings which, of course, would  
"see" cars coming almost instantly and then we need to figure out how  
to tell the user all of the information our vision synthesizer (audio  
has had synthesizers for a long time, why not vision?)  has collected  
and then couple that with location services and points of interest and  
the like.

Happy Hacking,
cdh

On Jul 31, 2009, at 10:19 AM, Chris Blouch wrote:

> Apple's audio APIs do support HRTF on OSX:
>
> http://developer.apple.com/audio/overview.html
>
> but apparently HRTF has not made it to the iPhone:
>
> http://www.steamboatmountaindesigns.com/blog/2009/02/openal-for-iphone-does-not-support-hrtf.html
>
> Would be nice if these guys ported the Mac fmod sound system to  
> iPhone:
>
> http://www.garagegames.com/community/blogs/view/16489
>
> CB
>
> Chris Hofstader wrote:
>>
>> The most "accurate" spatial audio information uses a technique  
>> called Head Relative Transform Functions (HRTF) which simulates  
>> relatively precise tonal qualities of sounds that one perceives  
>> from a specific direction.
>>
>> Some of the research into what became  these functions had humans  
>> sitting with dozens of very tiny microphones set up in an array in  
>> their ears.  there was more than enough similarity for the  
>> physicists to resolve the raw data into a number of mathematical  
>> equations and the output of said functions is amazing.
>>
>> the problem with HRTF is that it is very compute intensive.  Of  
>> course, when I first started diddling about with it, I was on what  
>> is now a six year old Dell desktop.  A dual core, 64 bit laptop  
>> should be able to handle these equations in real time much more  
>> easily.
>>
>> Microsoft has for a number of years now included HRtF in  
>> DirectSound (the audio component of Drect X) and my experiments  
>> with them showed very promising results.  I don't know the  
>> Macintosh API too well so I don't know if they have something  
>> similar, identical or not.  The Microsoft documentation does warn  
>> about relying too much on these functions as they can bog down the  
>> processor and cause other threads to behave kind of badly (again,  
>> all of the faster new computers should be able to calculate these  
>> sounds in real time.
>>
>> I've loads of ideas for a combination of really accurate sound  
>> combined with a haptic interface using the Falcon  to simulate a  
>> whole lot of 3 dimensional real world objects.
>>
>> cdh
>>
>>
>>
>>
>> On Jul 30, 2009, at 5:06 PM, Chris Blouch wrote:
>>
>>> I've heard there is a lot more to spacial placement than just  
>>> fiddling with the pan to adjust volume levels. At least this seems  
>>> obvious to me when a little pan to the left makes the sound fly  
>>> way off to the left of the sound field. Probably a lot more going  
>>> on in the ear that isn't fooled by that trick. So, that said, do  
>>> you have any idea if the VoiceOver positional audio is doing real  
>>> sound field magic or is it just a subtle pan?
>>>
>>> One underrated feature on the new iPhone is the compass. With this  
>>> an application can not only know where you are but also which way  
>>> you (or at least your phone) is pointed. This makes possible real  
>>> walking directions from where you're at using left and right  
>>> rather than assuming the user has their cardinal orientation  
>>> correct. Even feedback to say what is in front of you in the  
>>> direction you are pointing. Should be good things coming.
>>>
>>> CB
>>>
>>> Chris Hofstader wrote:

 Including the two textbook chapters (one entirely on games and  
 another
 with a portion on audio games), a couple of peer reviewed  
 articles on
 the matter, a pile of blog articles 
 (http://www.blindconfidential.blogspot.com
 )  and the odd item here and there, I have studied a handful of  
 audio
 games in depth, fooled around with a few others and talked to a  
 lot of
 their authors but the breadth of my knowledge is far more narrow  
 than
 a dozen hardcore gamers I know and rely on for brief des

Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Blouch
Apple's audio APIs do support HRTF on OSX:

http://developer.apple.com/audio/overview.html

but apparently HRTF has not made it to the iPhone:

http://www.steamboatmountaindesigns.com/blog/2009/02/openal-for-iphone-does-not-support-hrtf.html

Would be nice if these guys ported the Mac fmod sound system to iPhone:

http://www.garagegames.com/community/blogs/view/16489

CB

Chris Hofstader wrote:
> The most "accurate" spatial audio information uses a technique called 
> Head Relative Transform Functions (HRTF) which simulates relatively 
> precise tonal qualities of sounds that one perceives from a specific 
> direction.  
>
> Some of the research into what became  these functions had humans 
> sitting with dozens of very tiny microphones set up in an array in 
> their ears.  there was more than enough similarity for the physicists 
> to resolve the raw data into a number of mathematical equations and 
> the output of said functions is amazing.
>
> the problem with HRTF is that it is very compute intensive.  Of 
> course, when I first started diddling about with it, I was on what is 
> now a six year old Dell desktop.  A dual core, 64 bit laptop should be 
> able to handle these equations in real time much more easily.
>
> Microsoft has for a number of years now included HRtF in DirectSound 
> (the audio component of Drect X) and my experiments with them showed 
> very promising results.  I don't know the Macintosh API too well so I 
> don't know if they have something similar, identical or not.  The 
> Microsoft documentation does warn about relying too much on these 
> functions as they can bog down the processor and cause other threads 
> to behave kind of badly (again, all of the faster new computers should 
> be able to calculate these sounds in real time.
>
> I've loads of ideas for a combination of really accurate sound 
> combined with a haptic interface using the Falcon  to simulate a whole 
> lot of 3 dimensional real world objects.
>
> cdh
>
>
>
>
> On Jul 30, 2009, at 5:06 PM, Chris Blouch wrote:
>
>> I've heard there is a lot more to spacial placement than just 
>> fiddling with the pan to adjust volume levels. At least this seems 
>> obvious to me when a little pan to the left makes the sound fly way 
>> off to the left of the sound field. Probably a lot more going on in 
>> the ear that isn't fooled by that trick. So, that said, do you have 
>> any idea if the VoiceOver positional audio is doing real sound field 
>> magic or is it just a subtle pan?
>>
>> One underrated feature on the new iPhone is the compass. With this an 
>> application can not only know where you are but also which way you 
>> (or at least your phone) is pointed. This makes possible real walking 
>> directions from where you're at using left and right rather than 
>> assuming the user has their cardinal orientation correct. Even 
>> feedback to say what is in front of you in the direction you are 
>> pointing. Should be good things coming.
>>
>> CB
>>
>> Chris Hofstader wrote:
>>> Including the two textbook chapters (one entirely on games and another  
>>> with a portion on audio games), a couple of peer reviewed articles on  
>>> the matter, a pile of blog articles 
>>> (http://www.blindconfidential.blogspot.com 
>>> )  and the odd item here and there, I have studied a handful of audio  
>>> games in depth, fooled around with a few others and talked to a lot of  
>>> their authors but the breadth of my knowledge is far more narrow than  
>>> a dozen hardcore gamers I know and rely on for brief descriptions for  
>>> new entries  so I can quickly ascertain how they may move the science  
>>> in a new and/or different and interesting direction.
>>>
>>> As I said this morning, I am far too boring to actually build a real  
>>> game and, when you scratch beyond the surface, you will find that  
>>> first and for mostly, I think about putting technology in the hands of  
>>> blinks that will provide them with the tools they may choose to employ  
>>> in a job or school situation.
>>>
>>>
>>> If you are interested in mixing sound and tactile feedback, get a look  
>>> at a Falcon 3D tactile controller.  I think they have an SDK for Mac  
>>> and they do .5 mm tactile resolution (most humans can feel no better  
>>> than .1 mm) so you can do extraordinary things with this device and  
>>> they only cost about $ 100 (really).
>>>
>>> I like the idea of using the iPhone for orientation and to provide  
>>> information about one's surroundings.  I'm not especially impressed by  
>>> the iPhone's Maps application but its location services are pretty  
>>> excellent.  I thought of this while walking through Harvard Yard after  
>>> lunch today and wondered how a student new to the university would  
>>> find the library as opposed to the historical center next door as none  
>>> of these buildings have traditional street addresses and are arrived  
>>> at by foot paths.  Your idea could give a student a lot of good  
>>> informat

Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Hofstader

Hi,

Would it be useful if I started a 3dau...@lists.hofstader.com?  I  
think we have a few people interested and private communication will  
cause some ideas to slip through , leaving some of the gang with a  
different set of notions than others which can cause real confusion as  
conversations advance.

Also, I would propose that we spend some time researching the API and  
sharing our thoughts on it and then, perhaps, start a project for the  
team to do as a group.

Happy Hacking,
cdh

On Jul 30, 2009, at 9:54 PM, Yuma Decaux wrote:

>
> Hi everyone,
>
> Thanks for the amazing response and information pertaining to this
> indeed very intriguing field. I can't get the concept out of my head
> as this promises many new applications for the visually impaired
> provided the technologies discussed herein are actually possible
> within the API set of the iphone's SDK.
> I agree that one of themoreimportant aspects of a true audio is
> positional audio.
> For the example of a audio based RPG/adventure game, the tactile
> experience adding further dimension to the experience comparable to a
> wii interface can be extremely satisfying as there is a contextual
> assimilation of imaginary interpretations within the application.
>
> I think i will document myself extensively on the iphone SDK and
> figure some avenues yet to be explored for the blind community.
>
> If anyone is interested in brainstorming over this subject, and if
> anyone has some previous experience little or lots on the SDK, you can
> contact me on skype as shainobi1 and triple7 for twitter.
>
> Again, thank you so much for the varied responses and i hope this
> discussion can generate some form ofdevelopement of a new gaming
> experience in the future to come.
>
> >


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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Hofstader
The most "accurate" spatial audio information uses a technique called  
Head Relative Transform Functions (HRTF) which simulates relatively  
precise tonal qualities of sounds that one perceives from a specific  
direction.

Some of the research into what became  these functions had humans  
sitting with dozens of very tiny microphones set up in an array in  
their ears.  there was more than enough similarity for the physicists  
to resolve the raw data into a number of mathematical equations and  
the output of said functions is amazing.

the problem with HRTF is that it is very compute intensive.  Of  
course, when I first started diddling about with it, I was on what is  
now a six year old Dell desktop.  A dual core, 64 bit laptop should be  
able to handle these equations in real time much more easily.

Microsoft has for a number of years now included HRtF in DirectSound  
(the audio component of Drect X) and my experiments with them showed  
very promising results.  I don't know the Macintosh API too well so I  
don't know if they have something similar, identical or not.  The  
Microsoft documentation does warn about relying too much on these  
functions as they can bog down the processor and cause other threads  
to behave kind of badly (again, all of the faster new computers should  
be able to calculate these sounds in real time.

I've loads of ideas for a combination of really accurate sound  
combined with a haptic interface using the Falcon  to simulate a whole  
lot of 3 dimensional real world objects.

cdh




On Jul 30, 2009, at 5:06 PM, Chris Blouch wrote:

> I've heard there is a lot more to spacial placement than just  
> fiddling with the pan to adjust volume levels. At least this seems  
> obvious to me when a little pan to the left makes the sound fly way  
> off to the left of the sound field. Probably a lot more going on in  
> the ear that isn't fooled by that trick. So, that said, do you have  
> any idea if the VoiceOver positional audio is doing real sound field  
> magic or is it just a subtle pan?
>
> One underrated feature on the new iPhone is the compass. With this  
> an application can not only know where you are but also which way  
> you (or at least your phone) is pointed. This makes possible real  
> walking directions from where you're at using left and right rather  
> than assuming the user has their cardinal orientation correct. Even  
> feedback to say what is in front of you in the direction you are  
> pointing. Should be good things coming.
>
> CB
>
> Chris Hofstader wrote:
>>
>> Including the two textbook chapters (one entirely on games and  
>> another
>> with a portion on audio games), a couple of peer reviewed articles on
>> the matter, a pile of blog articles 
>> (http://www.blindconfidential.blogspot.com
>> )  and the odd item here and there, I have studied a handful of audio
>> games in depth, fooled around with a few others and talked to a lot  
>> of
>> their authors but the breadth of my knowledge is far more narrow than
>> a dozen hardcore gamers I know and rely on for brief descriptions for
>> new entries  so I can quickly ascertain how they may move the science
>> in a new and/or different and interesting direction.
>>
>> As I said this morning, I am far too boring to actually build a real
>> game and, when you scratch beyond the surface, you will find that
>> first and for mostly, I think about putting technology in the hands  
>> of
>> blinks that will provide them with the tools they may choose to  
>> employ
>> in a job or school situation.
>>
>>
>> If you are interested in mixing sound and tactile feedback, get a  
>> look
>> at a Falcon 3D tactile controller.  I think they have an SDK for Mac
>> and they do .5 mm tactile resolution (most humans can feel no better
>> than .1 mm) so you can do extraordinary things with this device and
>> they only cost about $ 100 (really).
>>
>> I like the idea of using the iPhone for orientation and to provide
>> information about one's surroundings.  I'm not especially impressed  
>> by
>> the iPhone's Maps application but its location services are pretty
>> excellent.  I thought of this while walking through Harvard Yard  
>> after
>> lunch today and wondered how a student new to the university would
>> find the library as opposed to the historical center next door as  
>> none
>> of these buildings have traditional street addresses and are arrived
>> at by foot paths.  Your idea could give a student a lot of good
>> information and can be used as a fallback if they get confused.
>>
>> Cool idea.
>> cdh
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> On Jul 30, 2009, at 12:29 PM, Mark Baxter wrote:
>>
>>
>>> I really wonder why no one's heard of AudioQuake with MindGrid.  The
>>> project has somewhat stalled out over the past two years, but the
>>> "Jedi Quake," version, written by Cara Quinn and others, is the best
>>> 3D audio simulation I've seen.  I can't speak for the parallel-
>>> processing  audio ca

Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Yuma Decaux

http://www.creativeapplications.net/iphone/face-it-iphone/

Here's the answer to your question about 3d audio.

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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Yuma Decaux

For the subtle interaction of tactile search and audio feedback of
components, i revert to shape actions i used a lot for interaction in
flash. The secret of monkey island used to be a comic 2d style of
graphics. I believe it has made the jump to 3d but wouldn't it
possible to associate a second layer comprised of rgb values to which
the area of tactile search would ignite a sound? I see a problem in
this as a game of the scale of monkey island (i term this game a lot
so that the discussion stays consistent) would be having a huge
library of predefined sounds from which the program would pick. But
when you are in a linear style of adventure gaming, there is so much
to cue oneself from.

I also have a lot to read on, and i also see a logistics issue which
needs to be adressed were i to get into this.

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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Mark Baxter

Yes, the Iphone uses an OOP--in fact, from what I understand, you can  
program in anything--C++, for example, so yes; the architecture of the  
objects would have to swap data back and forth, but it's pretty  
modular.  One way around the processing load might be to establish a  
link back to the user's home computer--desktop, laptop, whatever,  
which might be able to do some of the work, depending on band width,  
comm reception, etc.  Thanks for the reading matter; I'm going to have  
to look into this further.  Since I don't have an Iphone, nor a job to  
generate the money for one, I'll have to find someone's Iphone to  
field test the stuff on; I intend to contact Apple about beta testing  
some stuff, too.  Right now, I'm sorta in a stuck mode, spinning my  
wheels (which makes my dog look at me funny), though. working on that,  
too...

Your description of tactile interface  between environmental  
components and the user leads me to wonder, "How will the computer  
know to produce a splashing sound for water, or rustle of leaves for  
plants?" That kind of pattern recognitions and intuitive guess work is  
far beyond anything I've ever seen done with a computer.  This is one  
of the major problems with an environment like "Second Life," even  
with Max the Guide Dog's assistance; too hard to recognize ambiguous  
environmental components.  Definitely got some reading to do.


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Yuma Decaux

Hi Marc,

Your idea is a good venture into what the iphone is capable of doing.
I have a ksonar which gives me audio cues for distance and sometimes
"morbidity" of an object but it is in audio standards very flat.
Assimilating the iphone with this technology and adding further
components for navigation will be a tremendous input for the blind
community. The one obstacle i see to this is the actual collection of
information to tranceive into the earphones. the ksonar uses as its
name implies, a sonar emission to map the immediate surroundings (up
to 6 meters).

In the case of the iphone, using gps, compass and IR navigation can
imply a larger ammount of data to be processed within the iphone's
core processing unit.

here's an article on the power of the phone's CPU as compared to other
sometimes larger consoles. It also includes an excerpt on the monkey
island series.

http://www.appleinsider.com/articles/09/07/30/nintendo_warns_iphone_may_damage_its_sales.html
I'm tempted to contact lucas arts to express my interest in figuring a
way to translate all the elements of the game into accessible form.

In summary, it would be about integrating hotspots on all the objects
of a given screen in which one can interact through a contextual menu,
and an inventory or "adventure sack" is accessible for object to
object interaction.
The lethargic nnature of this adventure game is a good start for
interpreting actions and interaction through a purely gestural/audio
interface.

also,,the environment would be also interactive, for when you put your
finger through an element of the screen, an audio feedback of the
nature of the object would be fed into the earpiece/speaker. So when
your finger is on some plants, your hear the rustle of leaves, and
when its on water, the splash of an object unto the water. Or when you
pass a barrel, you hear a hollow or filled clump to further detail the
content of the barrel.

When it comes to interacting with characters, you get a choice list of
dialogue options asit usually is in an adventure game, and the NPC
answers in audio.

I'm not a programmer but i do have basic knowledge of programming
languages. And i assume the iphone SDK is object based so it would
mainly be a drag and drop issue with programming for further refining
of interactions. I used to make flash games, having a graphic
background until i got my accident, so i do have a vested interest in
this form of entertainment.

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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Mark Baxter

Just to throw out the rest of my ideas for Iphone apps, what I'd  
really like to do is develop a way for blind people to build up a  
"map," of their area/environment and, using the Iphone's inertial  
guidance capacity (accelerometer, compass, tilt meeter, GPS when  
available, etc.) to Place," a blind person on this map.  I've even  
thought about using RFID tags, if the Iphone can transceive at the  
right RF frequency, which a blind person could "mark," their  
environment with.  This would allow the blind user to add various  
details to a larger map or build a separate one for inside buildings,  
etc., places where GPS doesn't reach yet.  Another direction to take  
this would be the use of 3D sound and brief sonic cues to get a sense  
of where a person is.  I haven't figured out yet whether the camera  
may be used to give additional cues, and all this depends upon the  
Iphone being held in a stable position, and I haven't even gotten into  
the SDK yet, so there's my brain storm, for what it's worth.


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Yuma Decaux

Hi everyone,

Thanks for the amazing response and information pertaining to this
indeed very intriguing field. I can't get the concept out of my head
as this promises many new applications for the visually impaired
provided the technologies discussed herein are actually possible
within the API set of the iphone's SDK.
I agree that one of themoreimportant aspects of a true audio is
positional audio.
For the example of a audio based RPG/adventure game, the tactile
experience adding further dimension to the experience comparable to a
wii interface can be extremely satisfying as there is a contextual
assimilation of imaginary interpretations within the application.

I think i will document myself extensively on the iphone SDK and
figure some avenues yet to be explored for the blind community.

If anyone is interested in brainstorming over this subject, and if
anyone has some previous experience little or lots on the SDK, you can
contact me on skype as shainobi1 and triple7 for twitter.

Again, thank you so much for the varied responses and i hope this
discussion can generate some form ofdevelopement of a new gaming
experience in the future to come.

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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Mark Baxter

One of my aims, should I ever get up the money for an Iphone 3GS, is  
to write apps that use the built-in compass and GPS locator and WIFI  
to scavenge data and provide constant heading feedback for blind  
walkers.  This might have to be done using 3D sound, meaning a  
headset, so I don't know how it'll interfere with hearing traffic and  
ambient environment noises, but I know that, without my dog to  
straighten me out, I feer wildly, and not always in the same direction  
each time...  This is because I'm ambidextrous.  I'll check out this  
article and related posts very soon, as this area really interests me  
and I think there are enormous applications here for getting blind  
people out of their boxes and into the real world.


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread James Dietz

Regarding games: if you like Shades, try Technoshock. It's on
audiogames.net. The link can only be found in the forum since though
the game has been available in english for 2 years the site just went
down this past week.  I'll send a zip to anyone who wants it. It's a
game in the style of Shades of Doom but with actual puzzles
accompanying some monster-blasting.

Anyway I do think something like the mouse could be used in SoundRTS.
The iPhone's touchscreen may even be more intuitive than a mouse; you
move your footman with your finger and hear him travel relative to
your cameraman (the omnipotent ruler in the case of SoundRTS).
Audiogames are fun in first person, but touch/mouse movement can add
some extra dimention, fun, and perspective to gaming.

On 7/30/09, Chris Hofstader  wrote:
>
> Including the two textbook chapters (one entirely on games and another
> with a portion on audio games), a couple of peer reviewed articles on
> the matter, a pile of blog articles
> (http://www.blindconfidential.blogspot.com
> )  and the odd item here and there, I have studied a handful of audio
> games in depth, fooled around with a few others and talked to a lot of
> their authors but the breadth of my knowledge is far more narrow than
> a dozen hardcore gamers I know and rely on for brief descriptions for
> new entries  so I can quickly ascertain how they may move the science
> in a new and/or different and interesting direction.
>
> As I said this morning, I am far too boring to actually build a real
> game and, when you scratch beyond the surface, you will find that
> first and for mostly, I think about putting technology in the hands of
> blinks that will provide them with the tools they may choose to employ
> in a job or school situation.
>
>
> If you are interested in mixing sound and tactile feedback, get a look
> at a Falcon 3D tactile controller.  I think they have an SDK for Mac
> and they do .5 mm tactile resolution (most humans can feel no better
> than .1 mm) so you can do extraordinary things with this device and
> they only cost about $ 100 (really).
>
> I like the idea of using the iPhone for orientation and to provide
> information about one's surroundings.  I'm not especially impressed by
> the iPhone's Maps application but its location services are pretty
> excellent.  I thought of this while walking through Harvard Yard after
> lunch today and wondered how a student new to the university would
> find the library as opposed to the historical center next door as none
> of these buildings have traditional street addresses and are arrived
> at by foot paths.  Your idea could give a student a lot of good
> information and can be used as a fallback if they get confused.
>
> Cool idea.
> cdh
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> On Jul 30, 2009, at 12:29 PM, Mark Baxter wrote:
>
>>
>> I really wonder why no one's heard of AudioQuake with MindGrid.  The
>> project has somewhat stalled out over the past two years, but the
>> "Jedi Quake," version, written by Cara Quinn and others, is the best
>> 3D audio simulation I've seen.  I can't speak for the parallel-
>> processing  audio capacity of the brain, but immediately this game and
>> its maps made me start thinking about "mobility orientation,"
>> applications.  Having only ever encountered a mobility orienting
>> instructor for the first time in memory last year, I don't know much
>> about how most blind people do it, but I'm sure my skills aren't that
>> different from the norm, and I saw implications for map-making and
>> environment-learning, which is where I wanted to go with apps for the
>> Iphone.  I still have a Windows laptop running XP; I'll check out
>> shades of doom.
>>
>>
>> Mark BurningHawk
>>
>> Skype and Twitter:  BurningHawk1969
>> MSN:  burninghawk1...@hotmail.com
>> My home page:
>> http://MarkBurningHawk.net/
>>
>>
>> >
>
>
> >
>

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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Chris Blouch
I've heard there is a lot more to spacial placement than just fiddling 
with the pan to adjust volume levels. At least this seems obvious to me 
when a little pan to the left makes the sound fly way off to the left of 
the sound field. Probably a lot more going on in the ear that isn't 
fooled by that trick. So, that said, do you have any idea if the 
VoiceOver positional audio is doing real sound field magic or is it just 
a subtle pan?

One underrated feature on the new iPhone is the compass. With this an 
application can not only know where you are but also which way you (or 
at least your phone) is pointed. This makes possible real walking 
directions from where you're at using left and right rather than 
assuming the user has their cardinal orientation correct. Even feedback 
to say what is in front of you in the direction you are pointing. Should 
be good things coming.

CB

Chris Hofstader wrote:
> Including the two textbook chapters (one entirely on games and another  
> with a portion on audio games), a couple of peer reviewed articles on  
> the matter, a pile of blog articles 
> (http://www.blindconfidential.blogspot.com 
> )  and the odd item here and there, I have studied a handful of audio  
> games in depth, fooled around with a few others and talked to a lot of  
> their authors but the breadth of my knowledge is far more narrow than  
> a dozen hardcore gamers I know and rely on for brief descriptions for  
> new entries  so I can quickly ascertain how they may move the science  
> in a new and/or different and interesting direction.
>
> As I said this morning, I am far too boring to actually build a real  
> game and, when you scratch beyond the surface, you will find that  
> first and for mostly, I think about putting technology in the hands of  
> blinks that will provide them with the tools they may choose to employ  
> in a job or school situation.
>
>
> If you are interested in mixing sound and tactile feedback, get a look  
> at a Falcon 3D tactile controller.  I think they have an SDK for Mac  
> and they do .5 mm tactile resolution (most humans can feel no better  
> than .1 mm) so you can do extraordinary things with this device and  
> they only cost about $ 100 (really).
>
> I like the idea of using the iPhone for orientation and to provide  
> information about one's surroundings.  I'm not especially impressed by  
> the iPhone's Maps application but its location services are pretty  
> excellent.  I thought of this while walking through Harvard Yard after  
> lunch today and wondered how a student new to the university would  
> find the library as opposed to the historical center next door as none  
> of these buildings have traditional street addresses and are arrived  
> at by foot paths.  Your idea could give a student a lot of good  
> information and can be used as a fallback if they get confused.
>
> Cool idea.
> cdh
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> On Jul 30, 2009, at 12:29 PM, Mark Baxter wrote:
>
>   
>> I really wonder why no one's heard of AudioQuake with MindGrid.  The
>> project has somewhat stalled out over the past two years, but the
>> "Jedi Quake," version, written by Cara Quinn and others, is the best
>> 3D audio simulation I've seen.  I can't speak for the parallel-
>> processing  audio capacity of the brain, but immediately this game and
>> its maps made me start thinking about "mobility orientation,"
>> applications.  Having only ever encountered a mobility orienting
>> instructor for the first time in memory last year, I don't know much
>> about how most blind people do it, but I'm sure my skills aren't that
>> different from the norm, and I saw implications for map-making and
>> environment-learning, which is where I wanted to go with apps for the
>> Iphone.  I still have a Windows laptop running XP; I'll check out
>> shades of doom.
>>
>>
>> Mark BurningHawk
>>
>> Skype and Twitter:  BurningHawk1969
>> MSN:  burninghawk1...@hotmail.com
>> My home page:
>> http://MarkBurningHawk.net/
>>
>>
>> 
>
>
> >
>   

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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Chris Hofstader

Including the two textbook chapters (one entirely on games and another  
with a portion on audio games), a couple of peer reviewed articles on  
the matter, a pile of blog articles (http://www.blindconfidential.blogspot.com 
)  and the odd item here and there, I have studied a handful of audio  
games in depth, fooled around with a few others and talked to a lot of  
their authors but the breadth of my knowledge is far more narrow than  
a dozen hardcore gamers I know and rely on for brief descriptions for  
new entries  so I can quickly ascertain how they may move the science  
in a new and/or different and interesting direction.

As I said this morning, I am far too boring to actually build a real  
game and, when you scratch beyond the surface, you will find that  
first and for mostly, I think about putting technology in the hands of  
blinks that will provide them with the tools they may choose to employ  
in a job or school situation.


If you are interested in mixing sound and tactile feedback, get a look  
at a Falcon 3D tactile controller.  I think they have an SDK for Mac  
and they do .5 mm tactile resolution (most humans can feel no better  
than .1 mm) so you can do extraordinary things with this device and  
they only cost about $ 100 (really).

I like the idea of using the iPhone for orientation and to provide  
information about one's surroundings.  I'm not especially impressed by  
the iPhone's Maps application but its location services are pretty  
excellent.  I thought of this while walking through Harvard Yard after  
lunch today and wondered how a student new to the university would  
find the library as opposed to the historical center next door as none  
of these buildings have traditional street addresses and are arrived  
at by foot paths.  Your idea could give a student a lot of good  
information and can be used as a fallback if they get confused.

Cool idea.
cdh















On Jul 30, 2009, at 12:29 PM, Mark Baxter wrote:

>
> I really wonder why no one's heard of AudioQuake with MindGrid.  The
> project has somewhat stalled out over the past two years, but the
> "Jedi Quake," version, written by Cara Quinn and others, is the best
> 3D audio simulation I've seen.  I can't speak for the parallel-
> processing  audio capacity of the brain, but immediately this game and
> its maps made me start thinking about "mobility orientation,"
> applications.  Having only ever encountered a mobility orienting
> instructor for the first time in memory last year, I don't know much
> about how most blind people do it, but I'm sure my skills aren't that
> different from the norm, and I saw implications for map-making and
> environment-learning, which is where I wanted to go with apps for the
> Iphone.  I still have a Windows laptop running XP; I'll check out
> shades of doom.
>
>
> Mark BurningHawk
>
> Skype and Twitter:  BurningHawk1969
> MSN:  burninghawk1...@hotmail.com
> My home page:
> http://MarkBurningHawk.net/
>
>
> >


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Mark Baxter

I really wonder why no one's heard of AudioQuake with MindGrid.  The  
project has somewhat stalled out over the past two years, but the  
"Jedi Quake," version, written by Cara Quinn and others, is the best  
3D audio simulation I've seen.  I can't speak for the parallel- 
processing  audio capacity of the brain, but immediately this game and  
its maps made me start thinking about "mobility orientation,"  
applications.  Having only ever encountered a mobility orienting  
instructor for the first time in memory last year, I don't know much  
about how most blind people do it, but I'm sure my skills aren't that  
different from the norm, and I saw implications for map-making and  
environment-learning, which is where I wanted to go with apps for the  
Iphone.  I still have a Windows laptop running XP; I'll check out  
shades of doom.


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Chris Hofstader

I don't know of this game or if it's on audiogames.com but I'm sure  
those guys would add it if it isn't already there.

If you're looking for first person shooter, David Greenwood's "Shades  
of Doom" is amazing on Windows.  He has some other 3D games that are  
masterfully crafted as well and all have free demo versions.

Being a theorist and former VP of Software at Freedom Scientific (I  
left almost five years ago) I have been working with some other  
egghead types to figure out how a game can use 32 simultaneous audio  
tracks without overwhelming the user but a screen reader can only  
provide a syllable, a pause or a beep at a time.  Why can't we build  
systems that exploit 3D audio for productivity and academic/scholastic  
purposes?

I published an article in AFB's Access World on "What Screen Readers  
can Learn from Audio Games" a few years back.  If you are interested  
in a lay version of this new science, read that piece as it covers a  
lot in a relatively short read.

Happy Hacking,
cdh




On Jul 30, 2009, at 11:26 AM, Mark Baxter wrote:

>
> I haven't been to the site, because I just woke up, but if AudioQuake
> is not featured and highly praised on this site, I will be sorely
> disappointed.  Audio Quake, from
> http://www.agrip.org.uk/
> is, from what I've seen, still the best audio game ever devised.  The
> only first-person shooter game that is not a side-scrolling two-
> dimensional only game, its basic design was vastly improved upon by
> Cara Quinn and others in 2007-2008.  Look upon this game, ye blind,
> and enjoy. :)
>
>
> Mark BurningHawk
>
> Skype and Twitter:  BurningHawk1969
> MSN:  burninghawk1...@hotmail.com
> My home page:
> http://MarkBurningHawk.net/
>
>
> >


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Mark Baxter

I haven't been to the site, because I just woke up, but if AudioQuake  
is not featured and highly praised on this site, I will be sorely  
disappointed.  Audio Quake, from
http://www.agrip.org.uk/
is, from what I've seen, still the best audio game ever devised.  The  
only first-person shooter game that is not a side-scrolling two- 
dimensional only game, its basic design was vastly improved upon by  
Cara Quinn and others in 2007-2008.  Look upon this game, ye blind,  
and enjoy. :)


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Chris Hofstader

Hi,

I wrote a chapter in a text book on technology and people with  
disabilities, focussed on audio   games (circa 2006) and am working on  
another text book chapter for OT students that will hit the streets  
next Spring or Summer and, a portion of my chapter is dedicated to  
audio games.

If you go to www.audiogames.com, you will find a ton of good stuff,  
sadly almost all for Windows or DOS.  If you haven't experienced David  
Greenwood's 3D audio work on Windows you should download some of the  
demos and, wearing headphones or ear buds, give them a run as they are  
very, very impressive.

I haven't really given the iPhone SDK much of a look yet but if they  
followed the Windows Mobile standard, an Apple analogue of the pared  
down Direct X should be in there.

I know a lot of the theoretical  (learning theory, psychology of  
attention, human short term memory, cognitive science, semantic  
transformations, etc.)and technical issues in making a game but I have  
no creative juices when it comes to designing a game that people would  
actually want to play (unless it's chess, go, Othello or some other  
existing game simulator).

So, if anyone wants some free counseling while they are working on a  
game and their code is covered by GPL (free software, open source,  
"community" based, etc.), I'd be happy to provide any help that I  
can.  If you want to make a proprietary game, my hourly rate is $125  
per hour.

Happy Hacking,
cdh

On Jul 30, 2009, at 6:36 AM, Yuma Decaux wrote:

>
> Hey everyone,
>
> I was just looking at a guardian tech article on the best iphone games
> for this summer, and thought it interesting to start a discussion on
> the concepts of gaming for a blind/visually impaired user.
>
> All of the technologies bundled into the iphone (touch screen,
> gravitometer, stereo audio) can probably allow us to use all these
> cues as a foundation for some interesting gaming experience.
>
> Imagine playing a sims game where you can actually direct your sim to
> move around place with gestures and create situations which will be
> fed back into the audio environment.
>
> There's this game on pc called sound RTS. in which you command an army
> and build villages to feed your barracks and send them out to the
> enemies. It's also a multiplayer game. The whole thing works on audio
> cues. Add the gestural commands and touchscreen integration and i'm
> sure we can get a few kicks out of a lot of different games to adjust
> to our needs.
>
> Another game which, to my knowledge, is very text based but with
> locational navigation, is The secret of monkey island. You can move
> the character around and unlock puzzles which are primarily
> combinations of an object with another or with dialogues in which you
> can get info for said objects.
>
> Wouldn't it be great if games such as this could be available for  
> blind people?
>
> Here's the link to the article:
> http://www.guardian.co.uk/technology/gamesblog/gallery/2009/jul/30/games-iphone
>
> >


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